Merge pull request #3724 from degasus/scissor
gl_rasterizer: Remove redundant scissor state change.
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		@@ -783,9 +783,6 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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        }
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    }
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    // Disable scissor test
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    state.scissor.enabled = false;
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    vertex_batch.clear();
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    // Unbind textures for potential future use as framebuffer attachments
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@@ -259,16 +259,10 @@ static void AllocateTextureCube(GLuint texture, const FormatTuple& format_tuple,
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static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rect, GLuint dst_tex,
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                         const MathUtil::Rectangle<u32>& dst_rect, SurfaceType type,
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                         GLuint read_fb_handle, GLuint draw_fb_handle) {
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    OpenGLState state = OpenGLState::GetCurState();
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    OpenGLState prev_state = state;
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    OpenGLState prev_state = OpenGLState::GetCurState();
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    SCOPE_EXIT({ prev_state.Apply(); });
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    // Make sure textures aren't bound to texture units, since going to bind them to framebuffer
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    // components
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    state.ResetTexture(src_tex);
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    state.ResetTexture(dst_tex);
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    OpenGLState state;
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    state.draw.read_framebuffer = read_fb_handle;
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    state.draw.draw_framebuffer = draw_fb_handle;
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    state.Apply();
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@@ -318,13 +312,10 @@ static bool BlitTextures(GLuint src_tex, const MathUtil::Rectangle<u32>& src_rec
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static bool FillSurface(const Surface& surface, const u8* fill_data,
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                        const MathUtil::Rectangle<u32>& fill_rect, GLuint draw_fb_handle) {
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    OpenGLState state = OpenGLState::GetCurState();
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    OpenGLState prev_state = state;
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    OpenGLState prev_state = OpenGLState::GetCurState();
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    SCOPE_EXIT({ prev_state.Apply(); });
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    state.ResetTexture(surface->texture.handle);
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    OpenGLState state;
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    state.scissor.enabled = true;
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    state.scissor.x = static_cast<GLint>(fill_rect.left);
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    state.scissor.y = static_cast<GLint>(fill_rect.bottom);
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@@ -1310,11 +1301,10 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
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    u32 scaled_size = cube.res_scale * config.width;
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    OpenGLState state = OpenGLState::GetCurState();
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    OpenGLState prev_state = state;
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    OpenGLState prev_state = OpenGLState::GetCurState();
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    SCOPE_EXIT({ prev_state.Apply(); });
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    OpenGLState state;
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    state.draw.read_framebuffer = read_framebuffer.handle;
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    state.draw.draw_framebuffer = draw_framebuffer.handle;
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    state.ResetTexture(cube.texture.handle);
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